Hocusdoom RELEASED (/idgames pending)

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ravage
Posts: 288
Joined: Wed Sep 03, 2003 9:30 pm

Re: Hocus Doom

Post by ravage »

New version for today!

Current playable demo from 05/11/2014

Mp3 versions of music


[===== Changelog: =====]

05/11/2014
[*] Made the radius for player shots larger so that they hit enemies easier. also made them slightly homing.
[*] Toying with autofire. The main spell weapon won't have autofire, but is more responsive.
[*] The Power Wand WILL have autofire though.
[*] Hitting enemies will give you a point of recharge. Now rewards you for getting into the fray by letting you shoot faster when up close.
[*] Cleaning up various scripts that I haven't touched in years.
[*] Fixed an issue with the fireball prematurely detonating on breakable blocks. Works fine now!
[*] Added the Super Jump Potion. Thanks Kate! -Unavoidable issue where landing on a bridge or breakable block won't cancel glitter effect.
[*] Help page updated to reflect new Power Wand
[*] Moved music in _mp3 into a folder to alleviate some hotloading issues
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Captain J
 
 
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Discord: DiscussJ#3128
Location: A Year old Pizza Box

Re: Hocus Doom

Post by Captain J »

good to see it's got updated freshly, and gotta love the game is finally became easier on normal difficulty!
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Unholypimpin
Posts: 767
Joined: Thu Feb 05, 2009 2:08 pm
Location: California

Re: Hocus Doom

Post by Unholypimpin »

Looks crazy and mystical n shit I LOVE IT!!, Downloading.. Ill give feedback in a day or so.
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Mike12
Posts: 673
Joined: Fri May 13, 2011 9:10 am

Re: Hocus Doom

Post by Mike12 »

Love this so far! Actually doing a little bit of work to make the hands match up with the actual character's age better (as well as getting rid of the rings + tattoo/markings, which also make him look older and more experienced - the guy's just a young wizard apprentice, after all!).

Edit: Ah, it's already been done (to an extent) in the current version. Still, may as well finish this one up since it has some neat extra touches.
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everamzah
Posts: 149
Joined: Tue Aug 20, 2013 10:17 am
Location: Augusta, ME.

Re: Hocus Doom

Post by everamzah »

TarnsmanDW's stream first half, about 45 minutes of Hocus Doom.
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Unholypimpin
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Location: California

Re: Hocus Doom

Post by Unholypimpin »

what version of gzdoom are you using to play this? I just downloaded version 1.8.2 which the gzdoom site said it was the latest build and i got an error saying NEVERTARGET is an unknown flag.
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everamzah
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Location: Augusta, ME.

Re: Hocus Doom

Post by everamzah »

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ravage
Posts: 288
Joined: Wed Sep 03, 2003 9:30 pm

Re: Hocus Doom

Post by ravage »

everamzah wrote:TarnsmanDW's stream first half, about 45 minutes of Hocus Doom.
I saw that one the other day. He was right in most aspects. :D
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ravage
Posts: 288
Joined: Wed Sep 03, 2003 9:30 pm

Re: Hocus Doom

Post by ravage »

Slaving at the old pixelmines again.

Map05: The Frigid Fields
http://i.imgur.com/vdtmT73.png
http://i.imgur.com/TM3rcoC.png
http://i.imgur.com/hUs8hJZ.png
http://i.imgur.com/C4GcJqz.png

Was able to get a close friend to do some work on the penguin enemies for this set, so now I have everything I need to finish Episode 1. Just need to finish the maps now. :D
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Captain J
 
 
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Discord: DiscussJ#3128
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Re: Hocus Doom

Post by Captain J »

colourful, also beyond awesome. and can't wait to play your finished first episode in future updates.
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everamzah
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Location: Augusta, ME.

Re: Hocus Doom

Post by everamzah »

omg penguins *\o/* those screenshots look awesome. "just need to finish the maps now" famous last words? :DD
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ravage
Posts: 288
Joined: Wed Sep 03, 2003 9:30 pm

Re: Hocus Doom

Post by ravage »

New Version for 05-21-2014
Hocus Pocus MP3 (no change)

changelog for - 05-21-2014
  • New sprites for Lightning Spell
  • Added new enemy - Tengu
  • Added Map05
  • Fixed some issues with Wizard talk. Still waiting for new changes to TimeFreeze to fix music not playing
  • Did some more work for the Full-screen hud
  • Added to the huds a background meter for your max number of shots
  • Changed Power Shot. Instead of doing 10 damage to one enemy, now splits into 10 lightning shits.
  • Changed Hard difficulty. Monsters now have 1.5 health and their shots do twice as much damage.
  • Added secret difficulty. Rage mode ensues.
  • Power Shot gives 20 shots instead of 10
  • Splitter Shot gives 30 shots instead of 20
  • Homing shots gives 40 instead of 50
  • More work with the Power Wand. Shots do the same damage as regular, but recharge time is faster and autofires.
  • cosmetic changes to some actors.
  • I don't know if I want to have backers to Wizard conversations, but I thought I'd try them out anyway. They don't look half bad, actually.
  • Changed the par time for map04 to something more sensible. Probably not possible to get EVERYTHING in 300 seconds. Someone prove me wrong.
  • Completely remade the font and moved item strings to language.enu
  • Monsters now play their sound at full volume regardless of where you are
  • Monsters deaths are more satisfying now. They really do *POP* :P
Gez
 
 
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Re: Hocus Doom

Post by Gez »

Have you thought about using Strife convos for wizard talk? It would pause the game without stopping the music.
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ravage
Posts: 288
Joined: Wed Sep 03, 2003 9:30 pm

Re: Hocus Doom

Post by ravage »

Gez wrote:Have you thought about using Strife convos for wizard talk? It would pause the game without stopping the music.
Given that I'm trying to mimic almost exactly how it works in the original game, it wouldn't be the same. Besides, I think there's work to extend the Time Freeze powerup where it'll work out. Eventually. Don't quote me on that.
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ibm5155
Posts: 1268
Joined: Wed Jul 20, 2011 4:24 pm

Re: Hocus Doom

Post by ibm5155 »

Wow, that is the kind of mod that I was wanting to play :D
you got a 10/10 score from me, keep the good work :D

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